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osu-lazer/osu.Game/Rulesets/Mods/Mod.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
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using Newtonsoft.Json;
using osu.Framework.Bindables;
using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Framework.Testing;
using osu.Game.Configuration;
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using osu.Game.Rulesets.UI;
using osu.Game.Utils;
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namespace osu.Game.Rulesets.Mods
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{
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/// <summary>
/// The base class for gameplay modifiers.
/// </summary>
[ExcludeFromDynamicCompile]
public abstract class Mod : IMod, IEquatable<Mod>, IDeepCloneable<Mod>
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{
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[JsonIgnore]
public abstract string Name { get; }
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public abstract string Acronym { get; }
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[JsonIgnore]
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public virtual IconUsage? Icon => null;
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[JsonIgnore]
public virtual ModType Type => ModType.Fun;
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[JsonIgnore]
public abstract LocalisableString Description { get; }
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/// <summary>
/// The tooltip to display for this mod when used in a <see cref="ModIcon"/>.
/// </summary>
/// <remarks>
/// Differs from <see cref="Name"/>, as the value of attributes (AR, CS, etc) changeable via the mod
/// are displayed in the tooltip.
/// </remarks>
[JsonIgnore]
public string IconTooltip
{
get
{
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string description = SettingDescription;
return string.IsNullOrEmpty(description) ? Name : $"{Name} ({description})";
}
}
/// <summary>
/// The description of editable settings of a mod to use in the <see cref="IconTooltip"/>.
/// </summary>
/// <remarks>
/// Parentheses are added to the tooltip, surrounding the value of this property. If this property is <c>string.Empty</c>,
/// the tooltip will not have parentheses.
/// </remarks>
public virtual string SettingDescription
{
get
{
var tooltipTexts = new List<string>();
foreach ((SettingSourceAttribute attr, PropertyInfo property) in this.GetOrderedSettingsSourceProperties())
{
var bindable = (IBindable)property.GetValue(this);
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if (!bindable.IsDefault)
tooltipTexts.Add($"{attr.Label} {bindable}");
}
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return string.Join(", ", tooltipTexts.Where(s => !string.IsNullOrEmpty(s)));
}
}
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/// <summary>
/// The score multiplier of this mod.
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/// </summary>
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[JsonIgnore]
public abstract double ScoreMultiplier { get; }
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/// <summary>
/// Returns true if this mod is implemented (and playable).
/// </summary>
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[JsonIgnore]
public virtual bool HasImplementation => this is IApplicableMod;
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[JsonIgnore]
public virtual bool UserPlayable => true;
[JsonIgnore]
public virtual bool ValidForMultiplayer => true;
[JsonIgnore]
public virtual bool ValidForMultiplayerAsFreeMod => true;
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[Obsolete("Going forward, the concept of \"ranked\" doesn't exist. The only exceptions are automation mods, which should now override and set UserPlayable to false.")] // Can be removed 20211009
public virtual bool Ranked => false;
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/// <summary>
/// Whether this mod requires configuration to apply changes to the game.
/// </summary>
[JsonIgnore]
public virtual bool RequiresConfiguration => false;
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/// <summary>
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/// The mods this mod cannot be enabled with.
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/// </summary>
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[JsonIgnore]
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public virtual Type[] IncompatibleMods => Array.Empty<Type>();
private IReadOnlyList<IBindable>? settingsBacking;
/// <summary>
/// A list of the all <see cref="IBindable"/> settings within this mod.
/// </summary>
internal IReadOnlyList<IBindable> Settings =>
settingsBacking ??= this.GetSettingsSourceProperties()
.Select(p => p.Item2.GetValue(this))
.Cast<IBindable>()
.ToList();
/// <summary>
/// Whether all settings in this mod are set to their default state.
/// </summary>
protected virtual bool UsesDefaultConfiguration => Settings.All(s => s.IsDefault);
/// <summary>
/// Creates a copy of this <see cref="Mod"/> initialised to a default state.
/// </summary>
public virtual Mod DeepClone()
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{
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var result = (Mod)Activator.CreateInstance(GetType());
result.CopyFrom(this);
return result;
}
/// <summary>
/// Copies mod setting values from <paramref name="source"/> into this instance, overwriting all existing settings.
/// </summary>
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/// <param name="source">The mod to copy properties from.</param>
public void CopyFrom(Mod source)
{
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if (source.GetType() != GetType())
throw new ArgumentException($"Expected mod of type {GetType()}, got {source.GetType()}.", nameof(source));
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foreach (var (_, prop) in this.GetSettingsSourceProperties())
{
var targetBindable = (IBindable)prop.GetValue(this);
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var sourceBindable = (IBindable)prop.GetValue(source);
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CopyAdjustedSetting(targetBindable, sourceBindable);
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}
}
/// <summary>
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/// When creating copies or clones of a Mod, this method will be called
/// to copy explicitly adjusted user settings from <paramref name="target"/>.
/// The base implementation will transfer the value via <see cref="Bindable{T}.Parse"/>
/// or by binding and unbinding (if <paramref name="source"/> is an <see cref="IBindable"/>)
/// and should be called unless replaced with custom logic.
/// </summary>
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/// <param name="target">The target bindable to apply the adjustment to.</param>
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/// <param name="source">The adjustment to apply.</param>
internal virtual void CopyAdjustedSetting(IBindable target, object source)
{
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if (source is IBindable sourceBindable)
{
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// copy including transfer of default values.
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target.BindTo(sourceBindable);
target.UnbindFrom(sourceBindable);
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}
else
{
if (!(target is IParseable parseable))
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throw new InvalidOperationException($"Bindable type {target.GetType().ReadableName()} is not {nameof(IParseable)}.");
parseable.Parse(source);
}
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}
public bool Equals(IMod other) => other is Mod them && Equals(them);
public bool Equals(Mod other)
{
if (ReferenceEquals(null, other)) return false;
if (ReferenceEquals(this, other)) return true;
return GetType() == other.GetType() &&
Settings.SequenceEqual(other.Settings, ModSettingsEqualityComparer.Default);
}
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public override int GetHashCode()
{
var hashCode = new HashCode();
hashCode.Add(GetType());
foreach (var setting in Settings)
hashCode.Add(setting.GetUnderlyingSettingValue());
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return hashCode.ToHashCode();
}
/// <summary>
/// Reset all custom settings for this mod back to their defaults.
/// </summary>
public virtual void ResetSettingsToDefaults() => CopyFrom((Mod)Activator.CreateInstance(GetType()));
private class ModSettingsEqualityComparer : IEqualityComparer<IBindable>
{
public static ModSettingsEqualityComparer Default { get; } = new ModSettingsEqualityComparer();
public bool Equals(IBindable x, IBindable y)
{
object xValue = x.GetUnderlyingSettingValue();
object yValue = y.GetUnderlyingSettingValue();
return EqualityComparer<object>.Default.Equals(xValue, yValue);
}
public int GetHashCode(IBindable obj) => obj.GetUnderlyingSettingValue().GetHashCode();
}
}
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}